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    Class LocalizeTextureEvent

    Component that can be used to Localize a Texture asset. Provides an update event OnUpdateAsset that can be used to automatically update the Texture whenever the SelectedLocale or AssetReference changes.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizedAssetBehaviour<Texture, LocalizedTexture>
    LocalizedAssetEvent<Texture, LocalizedTexture, UnityEventTexture>
    LocalizeTextureEvent
    Inherited Members
    LocalizedAssetEvent<Texture, LocalizedTexture, UnityEventTexture>.OnUpdateAsset
    LocalizedAssetEvent<Texture, LocalizedTexture, UnityEventTexture>.UpdateAsset(Texture)
    LocalizedAssetBehaviour<Texture, LocalizedTexture>.AssetReference
    LocalizedAssetBehaviour<Texture, LocalizedTexture>.UpdateAsset(Texture)
    LocalizedMonoBehaviour.Editor_RegisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_UnregisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_RefreshEventObjects(UnityEventBase)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.name
    Object.hideFlags
    Namespace: UnityEngine.Localization.Components
    Assembly: Unity.Localization.dll
    Syntax
    [AddComponentMenu("Localization/Asset/Localize Texture Event")]
    public class LocalizeTextureEvent : LocalizedAssetEvent<Texture, LocalizedTexture, UnityEventTexture>
    Remarks

    This component can also be added through the Localize menu item in the Raw Image context menu. Adding it this way will also automatically configure the Update Asset events to update the Texture.

    Examples

    The example shows how to switch between different Localized Textures.

    #if PACKAGE_UGUI
    
    using UnityEngine;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    using UnityEngine.UI;
    
    public class LocalizedTextureChanger : MonoBehaviour
    {
        public LocalizeTextureEvent localizeTextureEvent;
        public LocalizedTexture[] textures;
        public RawImage image;
        int currentTexture = 0;
    
        private void Start()
        {
            ChangeTexture(textures[currentTexture]);
        }
    
        private void OnGUI()
        {
            GUILayout.BeginHorizontal();
    
            if (GUILayout.Button("Previous"))
            {
                if (currentTexture == 0)
                    currentTexture = textures.Length - 1;
                else
                    currentTexture--;
                ChangeTexture(textures[currentTexture]);
            }
    
            // Show the current texture that is visible
            GUILayout.Label(image.texture?.name);
    
            if (GUILayout.Button("Next"))
            {
                if (currentTexture == textures.Length - 1)
                    currentTexture = 0;
                else
                    currentTexture++;
                ChangeTexture(textures[currentTexture]);
            }
    
            GUILayout.EndHorizontal();
        }
    
        void ChangeTexture(LocalizedTexture texture)
        {
            // When we assign a new AssetReference the system will automatically load the new Sprite asset then call the AssetChanged event.
            localizeTextureEvent.AssetReference = texture;
        }
    }
    
    #endif
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